Wet

Wet objects have a significantly different appearance than dry objects: some
have more saturated colors, others acquire a specular highlight. The Wetshader facilitates the creation of this effect
by swapping textures for surfaces that are "wet".

Procedure

Apply a dry-looking texture to the
object.

Apply a wet-looking texture to the object. (On top of the dry-looking one.)

In the wet-looking texture's dialogue box, select Alpha-Channel Mask as
the blending.

In the wet-looking texture's dialogue box, select Wet as the texture shader; this designates this texture
as `wet.'

Parameters

"Wetness" is specified by either the WaterSurface or Stain
shaders; when an object with a texture designated as `wet' is seen through the
surface of an object which has either Stain or
WaterSurface applied, the wet object will display
its `wet' texture. (In the case of WaterSurface,
the `Stain Underneath' effect must be selected.)

Note that if the camera enters the water, the textures must be reassigned, as
objects that are underwater will no longer be seen through the surface of the
water - since the camera itself is now underwater as well. In this case, the
dry-looking texture must now be placed on top of the wet-looking texture; also,
the Wet shader would be removed from the
wet-looking texture and applied to the dry-looking one instead, since this is
the texture that the submerged camera would be seeing through the surface of
the water. (See the LumeWater tutorial for an example of this procedure.)